Three fixes to make the gameplay loop functional end-to-end: - Add Interactable component to NPC spawn so E-prompt detection works - Build monologue trigger system (enter_location + time_idle) with MonologueBuffer/MonologueState components, wire through ObserverSnapshot as current_monologue field, decode on client and display via HUD - Change PlayerAction::Interact from unit to struct variant carrying optional target_entity_id and verb fields Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures. All 200 tests pass (170 unit + 30 integration). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -19,6 +19,7 @@ fn test_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
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entities,
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visible_tiles: vec![],
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nearby_interactions: vec![],
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current_monologue: None,
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}
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}
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@@ -41,7 +42,7 @@ fn observer_snapshot_roundtrip() {
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let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
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let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
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assert_eq!(decoded.version, 4);
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assert_eq!(decoded.version, PROTOCOL_VERSION);
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assert_eq!(decoded.tick, 42);
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assert_eq!(decoded.entities.len(), 1);
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assert_eq!(decoded.entities[0].entity_id, 1);
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@@ -83,7 +84,7 @@ fn all_player_action_variants_roundtrip() {
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PlayerAction::MoveNorthwest,
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PlayerAction::MoveSoutheast,
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PlayerAction::MoveSouthwest,
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PlayerAction::Interact,
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PlayerAction::Interact { target_entity_id: None, verb: None },
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PlayerAction::UsePerceptionMode("thermal".to_string()),
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PlayerAction::Pause,
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PlayerAction::Unpause,
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@@ -128,7 +129,7 @@ fn all_fixtures_deserialize() {
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if name.starts_with("snapshot") {
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let snap = rmp_serde::from_slice::<ObserverSnapshot>(&bytes)
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.unwrap_or_else(|e| panic!("deserialize snapshot fixture {}: {}", name, e));
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assert_eq!(snap.version, 4, "fixture {} has wrong version", name);
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assert_eq!(snap.version, PROTOCOL_VERSION, "fixture {} has wrong version", name);
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} else if name.starts_with("input_batch") {
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rmp_serde::from_slice::<Vec<PlayerInput>>(&bytes)
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.unwrap_or_else(|e| panic!("deserialize batch input fixture {}: {}", name, e));
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@@ -180,7 +181,7 @@ fn all_entity_kind_variants_roundtrip() {
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#[test]
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fn snapshot_v2_fields_roundtrip() {
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let snapshot = ObserverSnapshot {
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version: 4,
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version: PROTOCOL_VERSION,
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tick: 100,
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game_time: GameTime {
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day: 3,
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@@ -216,12 +217,13 @@ fn snapshot_v2_fields_roundtrip() {
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},
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],
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nearby_interactions: vec![],
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current_monologue: None,
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};
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let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
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let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
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assert_eq!(decoded.version, 4);
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assert_eq!(decoded.version, PROTOCOL_VERSION);
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assert_eq!(decoded.game_time.day, 3);
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assert_eq!(decoded.game_time.time_of_day, 720);
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assert_eq!(decoded.game_time.day_phase, DayPhase::Evening);
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@@ -259,7 +261,7 @@ fn entity_to_bits_roundtrip() {
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fn protocol_version_constant_matches_snapshot() {
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let snapshot = test_snapshot(0, vec![]);
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assert_eq!(snapshot.version, PROTOCOL_VERSION);
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assert_eq!(PROTOCOL_VERSION, 4, "bump this assertion when protocol version changes");
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assert_eq!(PROTOCOL_VERSION, 5, "bump this assertion when protocol version changes");
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}
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/// All FacingDirection variants round-trip
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@@ -278,7 +280,7 @@ fn all_facing_direction_variants_roundtrip() {
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for dir in directions {
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let snapshot = ObserverSnapshot {
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version: 4,
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version: PROTOCOL_VERSION,
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tick: 0,
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game_time: GameTime {
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day: 0,
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@@ -290,6 +292,7 @@ fn all_facing_direction_variants_roundtrip() {
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entities: vec![],
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visible_tiles: vec![],
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nearby_interactions: vec![],
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current_monologue: None,
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};
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let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
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let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
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